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Compiling for macOS

.. highlight:: shell

note

This page describes how to compile macOS editor and export template binaries from source. If you're looking to export your project to macOS instead, read doc_exporting_for_macos.

Requirements

For compiling under macOS, the following is required:

  • Python 3.8+.
  • SCons 4.0+ build system.
  • Xcode (or the more lightweight Command Line Tools for Xcode).
  • Vulkan SDK for MoltenVK (macOS doesn't support Vulkan out of the box). The latest Vulkan SDK version can be installed quickly by running misc/scripts/install_vulkan_sdk_macos.sh within the Redot source repository.
note

If you have Homebrew installed, you can easily install SCons using the following command

brew install scons

Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already.

Similarly, if you have MacPorts installed, you can easily install SCons using the following command

sudo port install scons
info

To get the Redot source code for compiling, see doc_getting_source.

For a general overview of SCons usage for Redot, see doc_introduction_to_the_buildsystem.

Compiling

Start a terminal, go to the root directory of the engine source code.

To compile for Intel (x86-64) powered Macs, use

scons platform=macos arch=x86_64

To compile for Apple Silicon (ARM64) powered Macs, use

scons platform=macos arch=arm64

To support both architectures in a single "Universal 2" binary, run the above two commands and then use lipo to bundle them together

lipo -create bin/Redot.macos.editor.x86_64 bin/Redot.macos.editor.arm64 -output bin/Redot.macos.editor.universal

tip

If you are compiling Redot to make changes or contribute to the engine, you may want to use the SCons options dev_build=yes or dev_mode=yes. See doc_introduction_to_the_buildsystem_development_and_production_aliases for more info.

If all goes well, the resulting binary executable will be placed in the bin/ subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager.

note

If you want to use separate editor settings for your own Redot builds and official releases, you can enable doc_data_paths_self_contained_mode by creating a file called ._sc_ or _sc_ in the bin/ folder.

To create an .app bundle like in the official builds, you need to use the template located in misc/dist/macos_tools.app. Typically, for an optimized editor binary built with dev_build=yes

cp -r misc/dist/macos_tools.app ./Redot.app
mkdir -p Redot.app/Contents/MacOS
cp bin/Redot.macos.editor.universal Redot.app/Contents/MacOS/Redot
chmod +x Redot.app/Contents/MacOS/Redot
codesign --force --timestamp --options=runtime --entitlements misc/dist/macos/editor.entitlements -s - Redot.app

note

If you are building the master branch, you also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing use_volk=yes and including the dynamic library in your .app bundle

mkdir -p Redot.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/lib/libMoltenVK.dylib Redot.app/Contents/Frameworks/libMoltenVK.dylib

Running a headless/server build

To run in headless mode which provides editor functionality to export projects in an automated manner, use the normal build

scons platform=macos target=editor

And then use the --headless command line argument

./bin/Redot.macos.editor.x86_64 --headless

To compile a debug server build which can be used with :ref:remote debugging tools <doc_command_line_tutorial>, use

scons platform=macos target=template_debug

To compile a release server build which is optimized to run dedicated game servers, use

scons platform=macos target=template_release production=yes

Building export templates

To build macOS export templates, you have to compile using the targets without the editor: target=template_release (release template) and target=template_debug.

Official templates are Universal 2 binaries which support both ARM64 and Intel x86_64 architectures.

  • To support ARM64 (Apple Silicon) + Intel x86_64
scons platform=macos target=template_debug arch=arm64
scons platform=macos target=template_release arch=arm64
scons platform=macos target=template_debug arch=x86_64
scons platform=macos target=template_release arch=x86_64 generate_bundle=yes

  • To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)
scons platform=macos target=template_debug arch=arm64
scons platform=macos target=template_release arch=arm64 generate_bundle=yes

To create an .app bundle like in the official builds, you need to use the template located in misc/dist/macos_template.app. This process can be automated by using the generate_bundle=yes option on the last SCons command used to build export templates (so that all binaries can be included). This option also takes care of calling lipo to create an Universal 2 binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand).

note

You also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing use_volk=yes and including the dynamic library in your .app bundle

mkdir -p macos_template.app/Contents/Frameworks
cp <Vulkan SDK path>/macOS/libs/libMoltenVK.dylib macos_template.app/Contents/Frameworks/libMoltenVK.dylib

In most cases, static linking should be preferred as it makes distribution easier. The main upside of dynamic linking is that it allows updating MoltenVK without having to recompile export templates.

You can then zip the macos_template.app folder to reproduce the macos.zip template from the official Redot distribution

zip -r9 macos.zip macos_template.app

Cross-compiling for macOS from Linux

It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install OSXCross to be able to use macOS as a target. First, follow the instructions to install it:

Clone the OSXCross repository somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.

git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"

  1. Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  2. Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation

After that, you will need to define the OSXCROSS_ROOT as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.

export OSXCROSS_ROOT="$HOME/osxcross"

Now you can compile with SCons like you normally would

scons platform=macos

If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the osxcross_sdk argument

scons platform=macos osxcross_sdk=darwin15